
ARCH498E, Syllabus
Course Description
Individual Exercise
Expectations & Prerequisites
Process
Theoretical Context
The computer has become a permanent fixture in the contemporary design office. To date,
its abilities have been exploited to emulate the conventions and vocabulary of traditional
media. This is a transitory manifestation of any new technology. This class investigates
the potential which is contained in the digital world. In particular this course will
wrestle with one technique which can describe and simulate built, and imagined
environments, and is fundamentally a new and different way to represent design ideas,
primarily because it incorporates the dynamics of time as well as of space. This class is
a laboratory with the intention of familiarizing the students with geometric modeling, the
construction of virtual worlds, and initiate a discussion of the social and cultural
implications of the media. As the implications of the new media are extremely broad,
students from all departments in the College, and the University are invited and
encouraged to participate.
The pedagogical objectives for the class are to give students:
There will be four individual exercises during the class which will introduce the student
to a number of computer graphic methods and techniques used to construct real-time
environments. A variety of different software applications will be used including
Lightscape and 3D Studio MAX. The individual exercises are:
Students will be evaluated on their individual models, and on their contribution to the class in general. Students are expected to become familiar with three-dimensional modeling in AutoCAD or FormZ, or some other modeling application. Students are expected to learn the basic material, lighting and rendering techniques in Lightscape and in 3D Studio MAX. It is assumed that students have prior experience with some type of graphic or CAD application including 3D modeling. Students with no prior 3D modeling experience are welcome and encouraged to take the class but will be expected to acquire the necessary 3D modeling skills on their own.
The creation of an interactive virtual environment requires successive iterations of three
steps: first, geometric modeling; second, definition of materiality, and lighting; and
third, translation into a format readable by a real-time simulation engine . Model
construction will primarily take place at CAUP. Real-time simulations will take place at
CAUP and at the Human Interface Technology Lab, (HIT Lab), which will allow the students
to have access to the HIT Lab's resources and technical expertise.
The myth of Sisyphus describes the miserable condition of a man trapped by his own
desires and passions, eternally pushing a boulder up a hill with the knowledge and
realization that such progress will only result in sending the stone crashing down to the
bottom of the hill with no alternative but to repeat the labor again and again. The
Sisyphean tendency of man with respect to our technological innovations have shaped our
lives since the first stone was plucked from the earth and used to defend the bearer or
provide him some meager sustenance. From stone to flint, and then on to the early molten
implements, our ancestors have participated in this endless cycle of innovation.
Intoxicated by our skill to manipulate the environment and to extend ourselves physically
and cognitively, we have continued to become dependent on the products of our own hands.
Only recently have we sobered to the fact that we become trapped by what we make. Norbet
Wiener succinctly describes this condition,
In the past our self-induced dependencies have developed over time, in some cases over
hundreds of years. Any substantial technological change may have taken years to refine and
then generations to permeate throughout a culture. Then, as that technology has become
more commonplace and refined, the political and cultural turmoil created by the innovation
has had an opportunity to subside, and society finds a way to re-balance and return to a
degree of cultural equilibrium. This societal burning-in period has become more and more
abbreviated over the last few hundred years. It has been observed numerous times how
rapidly technological innovation continues to take place. The poignancy in such
incrementally short cycles of development is not so much in the direct implications of the
technological change but in the absence of a period of cultural re-calibration. Today this
void in cultural stability is the norm. This phenomenon is a problem of scale between the
relative proportions of material to social culture.
This diagrammatic characterization of technological change is very limiting because such developments never occur singularly. Development will always be extremely dynamic with hundreds of innovations taking place simultaneously, with the majority being trivial or inconsequential. Only a few of developments are significant enough to substantially change the technological and cultural landscape, and only a handful stand out as landmarks in human development. A list of these would include: the invention of language, the development of cultivation, the technology of the printing press, Newton's laws of physics, Einstein's theory of relativity, and perhaps, the digitization of information. The machine is upon us and we are dependent upon it. What shall we do with this dependency? What implications does the computer have for our discipline, the premeditated manipulation of the built environment? These are some of the questions and issues that frame the task laid before us. Is the digitization of information one of the dramatic revolutionary events of human development? How does virtual reality fit in to this shift in human communication? What is this media? What kind of paradigm is it?